I realize I'm a little late to the party, but I'm giving serious thought to making +2 magian staves for RDM. As such, I'm curious: should I make the potency affinity ones, accuracy affinity ones, or throw my inventory to the wind and make all of them?

The current game state doesn't need that much MAcc, and you get a tidy amount form AF+2. Prioritize potency, you can almost ignore accuracy for now. Liable to change at 99 as much as it will stay the same, though.

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"And I'm prepared to passionately argue this point until nothing makes sense anymore. If that doesn't work, then the hours upon hours of whining will." -Red Mage Statscowski

I went with the damage staves (actually still working on them) for a couple of reasons. Like Jlejeune said, resists do not happen often, unless something is immune to it in the first place. Because of this and the fact that I also play blm, the damage staves made the most sense. I figure as the level increases happen, if new content is released that requires the macc staves, then I will start working on those. I have kept around a few HQ staves for certain things (sleep, slow, etc) and other than that, I just use my magian staves.

I've been mulling this over a bit lately myself. Some folks on the test server reported that the next stage of magian staves involves dropping the other component entirely. Damage staves lose the small accuracy bonus they have, and M.ACC staves lose the small damage bonus. Up until now I had been content planning to build damage staves since they'd still retain the magic accuracy of a NQ elemental staff. If the next stage makes it all one stat or the other, I may have to re-evaluate my plan.

Magic Accuracy is less of an issue in general now than in the past, but there's always that tiny voice in the back of my head going "if you hadn't dropped that chunk of magic accuracy for damage your Paralyze wouldn't be getting resisted". I try to ignore it, but I can't help but wonder if that voice is right some days.

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Server: Midgardsormr Occupation: Reckless Red Mage

IcookPizza wrote:

I think RDM's neurotic omniscience is sooooooo worth including in any alliance.

If the +3 versions do end up dropping the opposing Affinity+1, things will get a little more interesting.. Slow and Paralyze won't really suffer much as I carry Mythic+1/Muse for those, but for all the other spells with static potency, not having a MACC weapon is not going to sit well with me.

I do intend to make a few MACC affinity staves if only for the recast-12% (Wind most definitely for MACC on Gravity/Silence and recast- on Utsusemi, Dark for Sleeps, and Light on my BRD for Lullaby/Finale), but for the other elements it comes down to Alkalurops, or the MACC Shareeravadi... unless they add something better in the upcoming update. We'll just have to wait and see.

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rdmcandie wrote:

RDM can attain an almost static 50% reduction to recast time, SCH can over shoot this for a total of 60% reduction under Alacrity (provided you are wearing loafers and keeping dark weather on yourself)

rdmcandie wrote:

MACC is a joke, any job with access to mage gear can hit close the MACC cap on legion mobs, which is why my BRD/RDM can land slow/para/blind despite having only 150 skill (from /RDM.)

One of those times I should be glad I have my MACC sword in case the potency staves do drop the MACC. Right now it wiggles into my Convert set for the MP+75, and could pair it off with Harpy Shield for a bit more MACC. Wondering if SE might release a better shield for that purpose. :|a

Lyltia, I see you mentioned Alkalurops and I had a quick question for the RDM's out there. My wife has one that she got from an old ZNM LS we were in. She doesn't play much anymore but I occasionally dual box it and was wondering if this staff was still considered good. I'm guessing since you mentioned it that it is still useful, but what exactly is it considered still good for? I think its set into some of her enfeebling macros that are effected by mnd/int for potency, but which ones specifically should it be used for (slow/para only?)?

If there is something easier better to get that isn't a complete pain to aquire I will gladly get it. We just didn't quite feel right selling it since it did come from an LS event, but if its greatly outclassed there seems no real point in keeping it. Which I guess I would also ask, if it is not worth keeping what does it even sell for nowadays.

The MND/INT and MAcc combo makes it great for Slow/Para/Blind, although a wand+shield combo gets overall more MND. Still, decent inv saver. Especially if they do in fact drop MAcc off the Magian Staffs. You can't use two sets of the same Magian because of the shared names, so no Potency and Acc set at the same time. So either keep your NQ/HQ Staff set, get a MAcc sword, or get an Alky. The latter two have an advantage of working on all spells, but the sword is inferior to HQ and above, and the staff lacks the -recast. They're space savers, ultimately.

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"And I'm prepared to passionately argue this point until nothing makes sense anymore. If that doesn't work, then the hours upon hours of whining will." -Red Mage Statscowski

I did Wind Damage only because Silence is useless on NMs and gravity has fairly high native macc/is outright resisted by NMs (and there's still a small chance I might use Aero 4); however stone and water nukes are pretty much going to be never used so I'm making earth and water Macc staves when I get around to finishing them.

SE has scrapped the level 95 versions of the staves for now and they won't be available in time for the update.

As I stated above, post-update making both staves for a few elements will be worth considering if only for the added bonus of recast-12%, but carrying 16+ staves isn't really feasible; Alkalurops is the best option that isn't elemental-specific, as it has the highest MACC (halfway between NQ and HQ staves when you factor in the INT/MND/CHR) and potency as well. The next best option is the magian MACC weapon; these guys are telling you to make the sword, but it really just depends on what jobs you have leveled that you'll need it for. If you have BLM and/or SCH, save yourself some effort and just make the staff. The worst option is sticking with NQ/HQs, as you'll be right back to carrying 16+ staves.

The problem with Alkalurops is how stupidly rare it is.. I haven't even seen one in a long time, but they were selling for 10mil back in the day, and that's only going to get worse if it graduates from niche hybrid piece to must-have enfeebling piece.

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rdmcandie wrote:

RDM can attain an almost static 50% reduction to recast time, SCH can over shoot this for a total of 60% reduction under Alacrity (provided you are wearing loafers and keeping dark weather on yourself)

rdmcandie wrote:

MACC is a joke, any job with access to mage gear can hit close the MACC cap on legion mobs, which is why my BRD/RDM can land slow/para/blind despite having only 150 skill (from /RDM.)

I sold mine for half of that at 80 cap I think, and currently going for 3-5m or so if you do find one. It's really unwanted on my server.

For lakshmi the bazaar site says 2 people either have or trying to sell it it for 4-5m, Alryc and Anataru.

I'm going to agree with it's mostly a space saver since I'm already going to have the earth staff since it also benefits break/stoneskin and I would carry it over wand+shield I currently have (although it would be +2 inv if I made ice macc staff for Para/Bind).

While it is I'm not as pressed for space as I used to be on Rdm (unless I'm carrying melee WS mage and MDT gear in addition to the regular stuff or try to squeeze full convert/Spell Interruption set in), and I could save some space upgrading other pieces over getting an Alkalurops. Or just dump certain marginal pieces of gear and stop caring about them as much as I did at 75 cap.

Im glad I just kept using the elemental staves, I don't have to worry about ACC or DMG, while I don't do as much damage as somemone with +DMG AFF. I don't have to worry about another +3-4 INV. Ill trade DMG for loot any day.

Well, ZNM trophies will be 100% after update, I think, so those interested in chasing an Alky might have an easier time of it. I still don't wanna call PW a pushover at 90, or 95 pending, but it certainly shouldn't be as hard as it used to be.

All of this assumes some better pure MACC option doesn't come along, or a healthier mix of MACC and potency like the Alky. Sucks the staff consolidation thread got locked on the OF since some insisted on being douches, though.

That and SE dropped the 95 trials after what I'm guessing was discontent at +1 affinity and the secondary stat being removed. Even ignoring PW the trophies are still useful to anyone grinding out a mythic.

Well, ZNM trophies will be 100% after update, I think, so those interested in chasing an Alky might have an easier time of it. I still don't wanna call PW a pushover at 90, or 95 pending, but it certainly shouldn't be as hard as it used to be.

All of this assumes some better pure MACC option doesn't come along, or a healthier mix of MACC and potency like the Alky. Sucks the staff consolidation thread got locked on the OF since some insisted on being douches, though.

PW is most definitely not easy at 90. His various forms are not a big deal, but his final form is can be hellish with how hate works on the adds combined with this multiple 2hr. There is only so much you can do when 4~8 monsters are casting Burst II / Thundaga III on the same person. And the whole summoning multiple avatars and using 9 2hr's simultaneously is crazy, and it'll keep using it until it's hit everyone on the hate list. On the flip side, he's soft and easy to damage, it's more of a fight of how you can manage planned wipes. -=Edit=-

Now quick the snide comment about how someone killed it with a MNK + WHM...